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Necromancer's Death Siphon and Heal Bonus Tested


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#1
Dragsooth

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So I've finally gotten around to testing if Heal Bonus from a Cloth's Defensive Slot effects the Necromancer's Death Siphon passive and I've proved that Heal Bonus does not affect Death Siphon, unfortunately. I tested this with a Formal Attire piece with a Tier 2 and Tier 3 Healing Bonus Cloth and a Superior Inquisition Hat (Mage) with Tier 2 Cloth. Formal Attire has 28% Heal Bonus and the Hat has 25% Heal Bonus. What I did was hurt myself, save in front of a August Ram and killed it, switching between my non-healing bonus set and the one with the bonus.

 

My boyfriend did the math and made an Excel Spreadsheet for anyone wanting to look at the numbers. The spreadsheet contains the results of combinations of the different equipment. The rows 4-6 (DS, DS+hat, DS+hat+torso) describe the results of using the heal bonus equipment. Namely, they show no difference between the amount healed with and without the pieces of equipment. The rows 7-9 introduce a purple ring of heal on kill (Superb Ring of Life-Drain, 10% HoK). The amounts healed after the kill when this ring was equipped did vary depending on the amount of heal bonus equipment being worn at the time, though not as much as the heal bonus numbers might suggest. Specifically, the 25% heal bonus hat increases the total healing by 12.5%, and having both pieces of equipment on (53% total heal bonus) only causes an increase of 26.7%. These numbers are consistent with the heal bonus only having an effect on the 10% HoK from the ring.

 

Happily, however, this does demonstrate that heal-on-kill on your equipment does stack with Death Siphon, though it means that the heal bonuses are not applied to the recovery from Death Siphon. Necromancers get stiffed, of course. The Heal Bonus does affect the Superb Life-Drain Ring as well.

 

TL;DR version: You can't build for a Heal Bonus/Death Siphon build, but you can build for a Heal Bonus/Heal-on-kill build.

 

I've also tested Heal Bonus equipment with all healing potions/grenades and with Devour! I'll provide a link.

 

Link: http://forum.bioware...healing-potion/

 

3VrjHlG.png


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#2
teks

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Great job to you and your boyfriend. I'm sorry it didn't turn out like you wanted. Necromancers are buggy. I want to like them so much, but its hard when I see my minions sit around twiddling their thumbs, and my bombs not having enough duration to be worthwhile in higher difficulties.


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#3
Dragsooth

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Great job to you and your boyfriend. I'm sorry it didn't turn out like you wanted. Necromancers are buggy. I want to like them so much, but its hard when I see my minions sit around twiddling their thumbs, and my bombs not having enough duration to be worthwhile in higher difficulties.

Thank you, I was about to make my last armor for my main and had to test the bonus, Also, don't forget the annoying crap where you stay in battle cause Dorian won't dismiss his minion after the battle, you have to manually do it :I



#4
Cavemandiary

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So I've finally gotten around to testing if Heal Bonus from a Cloth's Defensive Slot effects the Necromancer's Death Siphon passive and I've proved that Heal Bonus does not affect Death Siphon, unfortunately. I tested this with a Formal Attire piece with a Tier 2 and Tier 3 Healing Bonus Cloth and a Superior Inquisition Hat (Mage) with Tier 2 Cloth. Formal Attire has 28% Heal Bonus and the Hat has 25% Heal Bonus. What I did was hurt myself, save in front of a August Ram and killed it, switching between my non-healing bonus set and the one with the bonus.

My boyfriend did the math and made an Excel Spreadsheet for anyone wanting to look at the numbers. The spreadsheet contains the results of combinations of the different equipment. The rows 4-6 (DS, DS+hat, DS+hat+torso) describe the results of using the heal bonus equipment. Namely, they show no difference between the amount healed with and without the pieces of equipment. The rows 7-9 introduce a purple ring of heal on kill (Superb Ring of Life-Drain, 10% HoK). The amounts healed after the kill when this ring was equipped did vary depending on the amount of heal bonus equipment being worn at the time, though not as much as the heal bonus numbers might suggest. Specifically, the 25% heal bonus hat increases the total healing by 12.5%, and having both pieces of equipment on (53% total heal bonus) only causes an increase of 26.7%. These numbers are consistent with the heal bonus only having an effect on the 10% HoK from the ring.

Happily, however, this does demonstrate that heal-on-kill on your equipment does stack with Death Siphon, though it means that the heal bonuses are not applied to the recovery from Death Siphon. Necromancers get stiffed, of course. The Heal Bonus does affect the Superb Life-Drain Ring as well.

TL;DR version: You can't build for a Heal Bonus/Death Siphon build, but you can build for a Heal Bonus/Heal-on-kill build.

3VrjHlG.png


Well done!

Not surprised though. Many interactions between items and skills are broken at this point, which is sad.

Oh and spending Christmas times as a couple doing spreadsheets? You two are destined for greatness :D

#5
Gaz83

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Is that what heal bonus does?

 

I thought it gave a bonus to how much health you got from using potions!

 

I've been selling those items willy nilly.  :o

 

So a huge thanks to you for doing this research. And a huge tut-tut to Bioware for not properly explaining what in-game items do. 



#6
StrangeStrategy

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Oh and spending Christmas times as a couple doing spreadsheets? You two are destined for greatness :D

 

^ Agreed, that's awesome xD

 

Thanks OP, I'll keep this in mind for my Necromancer playthrough.
 



#7
Dragsooth

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Is that what heal bonus does?

 

I thought it gave a bonus to how much health you got from using potions!

 

I've been selling those items willy nilly.  :o

 

So a huge thanks to you for doing this research. And a huge tut-tut to Bioware for not properly explaining what in-game items do. 

Heal Bonus is supposed to help with potion healing and/or Reaver's Devour, but I haven't tested that and I'm not overly interested in Reaver's since they can make everything too easy with those Dragon Claw things x3

 

I'm doing testing for Reaver's Devour with Heal Bonus and Potions right now!

 

^ Agreed, that's awesome xD

 

Thanks OP, I'll keep this in mind for my Necromancer playthrough.

Why thank you :3



#8
Gaz83

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It sounds like it makes the Necromancer even more underwhelming.  Again, thanks for testing this stuff. 



#9
Dragsooth

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I just provided a link in the original post leading to a topic on testing with Devour and healing from potions/grenades



#10
Shadohz

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TL;DR version: You can't build for a Heal Bonus/Death Siphon build, but you can build for a Heal Bonus/Heal-on-kill build.

 

Hi OP thanks for doing these tests. I had a similar question about Hok/Heal Bonus combos on MP. I broke down the distribution of the healing based on your tests results. You may want to add this to OT so other players can see how it works as well. Thanks again.
 

With ignoring DS:
1. HoK rings restore their given percentage from Total Health.

603* .10 (10% HoK Ring) = 60pts.

 

2. The recovery value of Heal Bonus is based off that those restore pts.

60pts (HoK ring restore) * .25 (25% from Hat) = 15pts; This gives you a total restore of 75pts (60+15). This is where the value of 135 (75+60) comes from when you include DS restoration.

 

3. The recovery value of multiple Heal Bonus items should yield the same result whether you total the percentage or add them independently.

. 25 (25% for Hat) + .28 (28% for Torso) = . 53 (53% Heal Bonus from all items).

Formula 1: 60pts (HoK ring restore) * .53 (above value) = 31.8pts  (rounded to 32).

Formula 2: (60pts (HoK ring restore) * .25) + (60pts *.28) = 31.8 pts

This give you a total restore of 92 (60pts + 31.8, rounded). This is where the value of 152 (92+60) comes from when you include DS restoration.



#11
Mithhuanion

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I guess that is the difference between Heal X% or gain mana + life on enemies dying :/

Good to know though and thanks for testing :)